Gaming Machine And Control Method Thereof

ABSTRACT

In a gaming machine, platy members  7, 7,  each of which has described thereon an advertisement such as a shop name of amusement place or amusement place event information, are detachably mounted to both of the right and left of a cabinet  10.  Further, a first liquid crystal display panel  18  is arranged on a front face of the cabinet  10,  and a second liquid crystal display panel  3  is arranged on a rear face of the cabinet  10.  Where a game is performed, each of the liquid crystal display panels  18, 3  displays a game image which is indicative of the progress of the game. If no game is performed, the first liquid crystal display panel  18  displays a demonstration image for explaining the contents of the game, and the second liquid crystal display panel  3  displays an informational image which is representative of amusement place event information. As the result thereof, an appearance of the gaming machine can be enhanced with efficient use of the right and left side faces and the rear face of the cabinet  10.  Moreover, the gaming machine enables each of the liquid crystal display panels  18, 3  to display an optimal image to be provided to a player, as required.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority of U.S. Provisional Application No. 61/037,873 filed on Mar. 19, 2008. The contents of this application are incorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine installed in an amusement place and a control method thereof.

2. Description of the Related Art

Conventionally, gaming machines have been installed in amusement places such as casinos. These gaming machines are disclosed in U.S. Pat. Nos. 7,217,189B2, 7,220,180B2, 7,222,857B2, or 7,222,858B2.

In a case where a plurality of gaming machines are installed in an amusement place, the gaming machines are occasionally placed to be spaced from each other. Thus, players see side faces and rear faces as well as front faces of the gaming machines.

The front faces of the gaming machines are elaborately designed, whereas the side faces and rear faces look bare in general. Thus, it is thought to describe an advertising statement of the amusement place on the side faces and rear face of each of the gaming machines. However, there is a need to describe an advertising statement by painting after filling the already described advertising statement every time a change occurs therewith. This painting requires a lot of time and effort, causing disfigurement.

SUMMARY OF THE INVENTION

The present invention has been made in view of the above described circumstance. It is an object of the invention to provide a gaming machine, the appearance of which can be enhanced, and a control method thereof.

A first aspect of the present invention is directed to a game machine, including: a cabinet; a liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; and a platy member, which is detachably mounted to a face other than said one face of the cabinet.

According to the abovementioned machine, the liquid crystal display section is arranged on one face of the cabinet (for example, on a front face), and the platy members are detachably mounted to faces other than such one face (for example, side faces and/or a rear face). The liquid crystal display section displays an image pertinent to a game. Therefore, there is no need to mount a platy member on a face on which the liquid crystal display section is arranged.

Since the platy members are detachable, an advertising statement of amusement place is described by way of painting on the members after moved from the cabinet, for example, and then, the platy members having the advertising statement described thereon can be mounted to the cabinet. In this case, the side faces and rear face or the like, of the gaming machine, can be efficiently used. Further, since there is no need to directly describe an advertising statement on the gaming machine, the use of the gaming machine in the amusement place can be readily compatible with the work of describing the advertising statement by way of painting. If the advertising statement is changed, it is sufficient if the platy members are removed from the cabinet, and then, replacement platy members are remounted to the cabinet. Thus, there is no need to reapply painting to the gaming machine. Therefore, an appearance of the gaming machine can be enhanced without a need to take a lot of time and effort. Further, the platy members are reusable by removing them from the cabinet of one gaming machine, followed by mounting them to that of another gaming machine.

Usage of the platy members is not limitative to the advertising statement of the amusement plate. For example, a bulletin board intended for players to exchange information may be mounted to the cabinet.

A second aspect of the present invention is directed to a gaming machine, including: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of an image pertinent to a game; an insertion section in which a recording medium having image data recorded therein is removably inserted; and a processor, which executes processes of: (a) causing the first liquid crystal display section to display an image that is based upon the data stored in the memory section; and (b) causing the second liquid crystal display section to display an image which is based upon the recording medium inserted into the insertion section.

According to the abovementioned machine, the first liquid crystal display section is arranged on one face of the cabinet (for example, a front face), and the second liquid crystal display section is arranged on a face other than such one face (for example, side faces and/or a rear face). The first liquid crystal display section displays an image pertinent to a game. Therefore, there is no need to arrange the second liquid crystal display section on the face on which the first liquid crystal display section is arranged.

Data of an image pertinent to a game is stored in the memory section, and the processor executes the process (a), whereby the first liquid crystal display section displays the image which is based upon the data stored in the memory section. Since the image displayed on the first liquid crystal display section is pertinent to the game. A player can keep track of the information pertinent to the game (such as the progress of the game or the contents of the game) by visually recognizing the image displayed on the first liquid crystal display section.

The recording medium having image data recorded therein is removably inserted into an insertion section. Thus, the processor executes the process (b), whereby the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section. Therefore, for example, where a gaming machine manufacturer provides a recording medium having recorded therein image data used for a manufacturer's advertisement, and then, inserts this recording medium into the insertion section, the manufacturer's advertisement is displayed on the second liquid crystal display section. Alternatively, for example, where an employee in the amusement place provides a recording medium having recorded therein image data which is representative of amusement place event information, and then, inserts this recording medium into the insertion section, the second liquid crystal display section displays the amusement place event information. A player, who is not performing a game, can be aware of the manufacturer's advertisement and amusement place event information or the like by visually recognizing the image displayed on the second liquid crystal display section.

In the abovementioned case, the side faces and rear face, etc., of the gaming machine can be efficiently used. Further, since there is no need to directly input the manufacturer's advertisement and the amusement place event information or the like to the gaming machine, the use of the gaming machine in the amusement place can be readily compatible with the work of recording image data in the recording medium. If the image displayed on the second liquid crystal display section is changed, it is sufficient if the recording medium is changed or the image data recorded in the recording medium is changed. Thus, the image displayed on the second liquid crystal display section can be readily and flexibly changed. Moreover, since there is no need to reapply painting to the gaming machine, the appearance thereof can be enhanced without a need to take a lot of time and effort. Further, the recording medium is reusable by removing it from the insertion section of one gaming machine, followed by inserting it into that of another gaming machine.

A third aspect of the present invention is directed to the gaming machine of the second aspect, wherein: the processor further executes a process of (c) judging whether or not a game is performed, and wherein: the process (a) is a process of causing the first and second liquid crystal display sections to display the images which are based upon the data stored in the memory section in a case where it is judged that the game is performed in the process (c).

According to the abovementioned machine, a processor executes the processes (a) to (c), whereby, where a game is performed, both of the first and second liquid crystal display sections display the images which are based upon the data stored in a memory section. On the other hand, if no game is performed, the first liquid crystal display section displays the image which is based upon the data stored in the memory section, and then, the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section.

A player, who is performing a game, can keep track of information pertinent to a game (for example, the progress of a game which is currently performed) by visually recognizing the image displayed on the first liquid crystal display section. Further, a player, who is not performing a game, can keep track of information pertinent to a game (the progress of a game that is currently performed by another player, for example) by visually recognizing the image displayed on the first or second liquid crystal display section when the game is performed.

Further, the player, who is not performing a game, can keep track of information pertinent to a game (for example, the contents of a game) by visually recognizing the image displayed on the first liquid crystal display section when no game is performed. This player can also be aware of the manufacturer's advertisement and amusement place event information, etc., by visually recognizing the image displayed on the second liquid crystal display section.

In the aforementioned case, the images displayed on the first and second liquid crystal display sections, respectively, can be changed according to whether or not a game is performed, so that the images to be provided to the players can be displayed on the liquid crystal display sections, as required.

A fourth aspect of the present invention is directed to the gaming machine of the third aspect, wherein: the memory section stores data of a game image, which is indicative of a progress of a game, and data of a demonstration image for explaining contents of the game; the process (a) is a process of causing the first and second liquid crystal display sections to display the images which are based upon the data of the game image stored in the memory section in a case where it is judged that the game is performed in the process (c); and the process (a) is a process of causing the first liquid crystal display section to display the image which is based upon the data of the demonstration image stored in the memory section in a case where it is judged that no game is performed in the process (c).

According to the abovementioned machine, the memory section stores: the data of the game image which is indicative of the progress of the game; and the data of the demonstration image for explaining the contents of the game, as the data of the image pertinent to the game. Thus, the processor executes the processes (a) to (c), whereby, where a game is performed, both of the first and second liquid crystal display sections display the images which are based upon the data of the game images stored in the memory section. On the other hand, if no game is performed, the first liquid crystal display section displays the image which is based upon the data of the demonstration image stored in the memory section, and then, the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section.

A player, who is performing a game, can keep track of the progress of the game that is currently performed by oneself, by visually recognizing the image displayed on the first liquid crystal display section. On the other hand, a player, who is not performing a game, can keep track of the progress of the game that is currently performed by another player, by visually recognizing the image displayed on the first or second liquid crystal display section when the game is performed.

Further, the player, who is not performing a game, can keep track of the contents of the game by visually recognizing the image displayed on the first liquid crystal display section when no game is performed. This player can also be aware of the manufacturer's advertisement and amusement place event information, etc., by visually recognizing the image displayed on the second liquid crystal display section.

In the abovementioned case, the images displayed on the first and second image display sections, respectively, can be changed according to whether or not a game is performed, so that an optimal image to be provided to the players can be displayed as required.

A fifth aspect of the present invention is directed to a gaming machine, including: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of an image pertinent to a game; an insertion section into which a recording medium having image data recorded therein is removably inserted; and a processor, which executes processes of: (a) judging whether or not a game is performed; (b) causing the first and second liquid crystal display sections to display images which are based upon data stored in the memory section in a case where it is judged that the game is performed in the process (a); (c) causing the first and second liquid crystal display sections to display the images which are based upon the data stored in the memory section in a case where it is judged that the game is performed in the process (a); and (d) causing the second liquid crystal display section to display the image which is based upon the data recorded in the recording medium inserted into the insertion section in a case where it is judged that no game is performed in the process (a).

According to the abovementioned machine, the first liquid crystal display section is arranged on one face of the cabinet (for example, a front face), and the second liquid crystal display section is arranged on a face other than such one face (for example, side faces and/or a rear face). The first liquid crystal display section displays an image pertinent to a game. Therefore, there is no need to arrange the second liquid crystal display section on the face on which the first liquid crystal display section is arranged.

Data of an image pertinent to a game is stored in the memory section, and the recording medium, in which image data was recorded, is removably inserted into the insertion section. Thus, the processor executes the processes (a) to (d), whereby, where a game is performed, both of the first and second liquid crystal display sections display the images which are based upon the data stored in the memory section. On the other hand, if no game is performed, the first liquid crystal display section displays the image which is based upon the data stored in the memory section, and the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section.

The processor executes the process (d), whereby the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section. Therefore, for example, where a gaming machine manufacturer provides a recording medium having recorded therein data of an image used for the manufacturer's advertisement, and then, this recording medium is inserted into the insertion section, the second liquid crystal display section displays the manufacturer's advertisement. Alternatively, where an employee in the amusement place provides a recording medium having recorded therein image data which is representative of amusement place event information, and then, inserts this recording medium into the insertion section, the second liquid crystal display section displays the amusement place event information.

A player, who is performing a game, can keep track of information pertinent to a game (for example, the progress of a game that currently performed by oneself) by visually recognizing the image displayed on the first liquid crystal display section. Further, a player, who is not performing a game, can keep track of information pertinent to a game (the progress of a game that is currently performed by another player, for example) by visually recognizing the image displayed on the first or second liquid crystal display section when the game is performed.

Further, the player, who is not performing a game, can keep track of information pertinent to a game (contents of a game, for example) by visually recognizing the image displayed on the first liquid crystal display section when the game is not performed. This player can also be aware of manufacturer's advertisement and amusement place event information, etc., by visually recognizing the image displayed on the second liquid crystal display section.

In the aforementioned case, the side faces and rear face, etc., of the gaming machine can be efficiently used. Further, since there is no need to directly input the manufacturer's advertisement and amusement place event information or the like, the use of the gaming machine in the amusement place can be readily compatible with the work of recording image data in the recording medium. If the image displayed on the second liquid crystal display section is changed, it is sufficient to change a recording medium or change data of the image to be recorded in the recording medium. Thus, the image displayed on the second liquid crystal display section can be readily and flexibly changed. Moreover, since there is no need to reapply painting to the gaming machine, the appearance thereof can be enhanced without a need to take a lot of time and effort. Further, the recording medium is reusable by removing the recording medium from the insertion section of one gaming machine, followed by inserting it to that of another gaming machine.

Moreover, the images displayed on the first and second liquid crystal display sections, respectively, can be changed according to whether or not a game is performed, so that the images to be provided to the players can be displayed, as required.

A sixth aspect of the present invention is directed to a gaming machine, including: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and on which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of a game image indicative of a progress of a game and data of a demonstration image for explaining contents of the game; an insertion section, into which a recording medium having image data recorded therein is removably inserted; and a processor, which executes processes of: (a) judging whether or not a game is performed; (b) causing the first and second liquid crystal display sections to display the images which are based upon the data of the game image stored in the memory section in a case where it is judged that the game is performed in the process (a); (c) causing the first liquid crystal display section to display the image which is based upon the data of the demonstration image stored in the memory section in a case where it is judged that no game is performed in the process (a); and (d) causing the second liquid crystal display section to display the image which is based upon the data recorded in the recording medium inserted into the insertion section in a case where no game is performed in the process (a).

According to the abovementioned machine, the first liquid crystal display section is arranged on one face of the cabinet (for example, a front face), and the second liquid crystal display section is arranged on a face other than such one face (for example, side faces and/or a rear face). The first liquid crystal display section displays an image pertinent to a game. Therefore, there is no need to arrange the second liquid crystal display section on the face on which the first liquid crystal display section is arranged.

The memory section stores: the data of the game image which is indicative of the progress of the game; and the data of a demonstration image for explaining the contents of the demonstration image for explaining the contents of the game, as the data of the image pertinent to the game. The recording medium, in which the image data was recorded, is removably inserted into the insertion section. Thus, the processor executes the processes (a) to (d), whereby, where the game is performed, both of the first and second liquid crystal display sections display the images which are based upon the data of the game image stored in the memory section. On the other hand, if no game is performed, the first liquid crystal display section displays the image which is based upon the data of the demonstration image stored in the memory section, and the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section.

The processor executes the process (d), whereby the second liquid crystal display section displays the image which is based upon the data recorded in the recording medium inserted into the insertion section. Therefore, where a gaming machine manufacturer provides a recording medium having recorded therein data of an image used for the manufacturer's advertisement, and then, this recording medium is inserted into the insertion section, for example, the second liquid crystal display section displays the manufacturer's advertisement. Alternatively, where an employee in the amusement place provides a recording medium having recorded therein image data which is representative of amusement place event information, and then, inserts this recording medium into the insertion section, the second liquid crystal display section displays the amusement place event information.

A player, who is performing a game, can keep track of the progress of a game that is currently performed by oneself, by visually recognizing the image displayed on the first liquid crystal display section. Further, a player, who is not performing a game, can keep track of the progress of a game that is currently performed by another player, by visually recognizing the image displayed on the first or second liquid crystal display section when the game is performed.

Further, the player, who is not performing a game, can keep track of the contents of the game by visually recognizing the image displayed on the first liquid crystal display section when no game is performed. This player can also be aware of the manufacturer's advertisement and amusement place event information, etc., by visually recognizing the image displayed on the second liquid crystal display section.

In the aforementioned case, the side faces and rear face, etc., of the gaming machine can be efficiently used. Further, since there is no need to directly input the manufacturer's advertisement and amusement place event information or the like, the use of the gaming machine in the amusement place can be readily compatible with the work of recording image data in the recording medium. If the image displayed on the second liquid crystal display section is changed, it is sufficient to change a recording medium or change data of the image to be recorded in the recording medium. Thus, the image displayed on the second liquid crystal display section can be readily and flexibly changed. Moreover, since there is no need to reapply painting to the gaming machine, the appearance thereof can be enhanced without a need to take a lot of time and effort. Further, the recording medium is reusable by removing it from the insertion section of one gaming machine, followed by inserting it into that of another gaming machine.

Moreover, the images displayed on the first and second liquid crystal display sections, respectively, can be changed according to whether or not a game is performed, so that optimal images to be provided to the players can be displayed on the liquid crystal display section, as required.

A seventh aspect of the present invention is directed to a method of controlling a game machine which includes: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of an image pertinent to a game; and an insertion section in which a recording medium having image data recorded therein is removably inserted, said method comprising the steps of: (a) causing the first liquid crystal display section to display the image which is based upon the data stored in the memory section; and (b) causing the second liquid crystal display section to display the image which is based upon the data recorded in the recording medium inserted into the insertion section.

The abovementioned game machine controlling method is capable of controlling the gaming machine of the present invention, for example.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A and 1B are views showing characteristics of a gaming machine according to one embodiment of the present invention;

FIG. 2 is a perspective view showing an appearance of a front side of the gaming machine according to one embodiment of the present invention;

FIG. 3 is a perspective view showing an appearance of a rear side of the gaming machine according to one embodiment of the present invention;

FIG. 4 is a schematic view showing an exemplary image displayed in a case where a game is performed on a first liquid crystal display panel included in the gaming machine according to one embodiment of the present invention;

FIG. 5 is a schematic view showing an exemplary image displayed in a case where a game is performed on a second liquid crystal display panel included in the gaming machine according to one embodiment of the present invention;

FIG. 6 is a schematic view showing an exemplary image displayed in a case where no game is performed on the first liquid crystal display panel included in the gaming machine according to one embodiment of the present invention;

FIG. 7 is a schematic view showing an exemplary image displayed in a case where no game is performed on the second liquid crystal display panel included in the gaming machine according to one embodiment of the present invention;

FIG. 8 is a block diagram depicting a configuration of essential portions in the gaming machine according to one embodiment of the present invention;

FIG. 9 is a block diagram depicting a configuration of essential portions on a subsidiary control board included in the gaming machine according to one embodiment of the present invention;

FIG. 10 is a flowchart showing procedures for executing game control processing at the gaming machine according to one embodiment of the present invention; and

FIGS. 11A and 11B are flowcharts showing subroutines of procedures for executing game playing processing at the gaming machine according to one embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS 1. Overview of the Present Invention

Hereinafter, embodiments of the present invention will be described in detail with referring to the drawings. FIGS. 1A and 1B are views showing characteristics of a gaming machine according to one embodiment of the present invention. A gaming machine 1 according to the embodiment is installed in an amusement place such as casino. Further, the gaming machine 1 is provided with a cabinet 10.

As shown in FIG. 1A, a first liquid crystal display panel 18 is arranged on one face of the cabinet 10 (specifically, on a front face). The first liquid crystal display panel 18 functions as a liquid crystal display section which displays an image pertinent to a game. As shown in FIG. 1B, a second liquid crystal display panel 3 is arranged on a face other than the front face of the cabinet 10 (specifically, on a rear face). The second liquid crystal display panel 3 functions as a second liquid crystal display section. As the result thereof, the appearance of the gaming machine can be enhanced with efficient use of the rear face of the cabinet 10. As shown in FIGS. 1A and 1B, platy members 7, 7 are detachably mounted to a face other than the front face of the cabinet 10 (specifically, on both of the right and left side faces). At each of the platy members 7, an advertising statement such as a shop name of the amusement place and amusement place event information is described. As the result thereof, the appearance of the game machine can be enhanced with efficient use of both of the right and left side faces of the cabinet 10.

An image ROM 55 (see FIG. 9) is incorporated in the cabinet 10, and functions as a memory section for storing data of an image pertinent to a game. In further detail, the image ROM 55 stores data of a game image which is indicative of the progress of the game and data of a demonstration image for explaining the contents of the game. A memory slot 6 is provided on a rear face of the cabinet 10, and a memory card M is removably inserted into the memory slot 6. The memory slot 6 functions as an insertion slot into which the memory card M is removably inserted, and the memory card M functions a recording medium in which image data is recorded. In further detail, data of an informational image, which is representative of amusement place event information, is recorded in the memory card M.

A main CPU 20 (see FIG. 8) judges whether or not a game is performed at the gaming machine 1. In a case where the judgment result is affirmative, this CPU causes both of the first and second liquid crystal display panels 18 and 3 to display an image which is based upon data of a game image stored in the image ROM 55. Alternatively, in a case where the judgment result is negative, the main CPU 20 causes the first liquid crystal display panel 18 to display an image which is based upon data on a demonstration image stored in the image ROM 55. Further, this CPU causes the second liquid crystal display panel 3 to display an image which is based upon data of an informational image recorded in the memory card M inserted into the memory slot 6.

In the abovementioned case, the images displayed on the first and second liquid crystal display panels 18 and 3, respectively, can be changed according to whether or not a game is performed. Thus, an optimal image to be provided to a player at the gaming machine 1 can be displayed on each of the liquid crystal display panels 18 and 3, as required.

2. Configuration of the Gaming Machine

FIG. 2 is a perspective view showing an appearance of a front side of the gaming machine according to one embodiment of the present invention, like FIG. 1A. FIG. 3 is a perspective view showing an appearance of a rear side of the gaming machine according to one embodiment of the present invention, like FIG. 1B. The gaming machine 1 is installed in an amusement place such as casino. The gaming machine 1 is provided with a cabinet 10 for accommodating electrical or mechanical parts for performing a predetermined game.

As shown in FIG. 2, a rectangular first liquid crystal display panel 18, which displays an image pertinent to a game, is arranged at the lower side of the front center of the cabinet 10. In a case where a player performs a game at the gaming machine 1, the first liquid crystal display panel 18 displays a game image which is indicative of the progress of a game. On the other hand, if nobody performs a game at the gaming machine 1, the first liquid crystal display panel 18 displays a demonstration image for explaining the contents of the game.

A third liquid crystal display panel 17, which displays an image pertinent to a game, is arranged at the upper side of the front center of the cabinet 10. In a case where a player performs a game at the gaming machine 1, the third liquid crystal display panel 17 displays an effect image for augmenting the game. On the other hand, if nobody performs a game at the gaming machine, the third liquid crystal display panel 17 displays a title image which is indicative of the title of the game. The liquid crystal display panels 17 and 18 display images which are based upon the data stored in the image ROM 55 (see FIG. 9). The third liquid crystal display panel 17 may display a supplement image for supplementing an explanation of the game contents by way of demonstration image, for example, without being limitative to the title image.

At the front upper part of the cabinet 10, speakers 15, 15 are placed to be spaced from each other at the right and left sides. Further, a number of decorative lamps 16, 16 . . . , are arranged at the front periphery of the cabinet 10. At the front lower part of the cabinet 10, an operating consol 100 intended for a player to operate the gaming machine 1 is provided. At the upper face of the operating console 100, an operating section 120, which is operated by the player, and a coin insertion slot 13 into which the player inserts a coin, are provided. A coin tray 14 is provided at the lower part of the operating consol 100. At the operating section 120, a start button 12 and a variety of other operational buttons such as a BET button and a CASHOUT button are provided. In the gaming machine 1, coins are employed as gaming media without being limitative thereto. For example, other gaming media such as bills, securities, medals, tokens, electronic money, or tickets may be employed.

As shown in FIG. 3, a number of decorative lamps 16, 16 . . . , are arranged at the rear periphery of the cabinet 10. Further, a rectangular second liquid crystal display panel 3 is arranged at the rear center of the cabinet 10. An aspect ratio of a display area of the second liquid crystal display panel 3 is equal to that of a display area of the first liquid crystal display panel 18. In a case where a player performs a game at the gaming machine 1, the second liquid crystal display panel 3 displays a game image which is indicative of the progress of the game. This game image is identical to that displayed on the first liquid crystal display panel 18. Namely, where a game is performed, the second liquid crystal display panel 3 displays an image which is based upon the data stored in the image ROM 55 (see FIG. 9).

On the other hand, if nobody performs a game at the gaming machine 1, the second liquid crystal display panel 3 displays an informational image which is representative of amusement place event information. A memory slot 6 is provided in the vicinity of the second liquid crystal display panel 3, and a memory card M is removably inserted into the memory slot 6. Specifically, the memory card M is inserted into the memory slot 6 in the direction indicated by the outline arrow in FIG. 3, and the inserted memory card M is removed from the memory slot 6 in a direction opposite to the direction indicated by the outline arrow in FIG. 3. In the memory card M, for example, an employee in the amusement place records informational image data with the use of a personal computer which is capable of reading/writing the data contained therein.

If no game is performed, the second liquid crystal display panel 3 displays an image which is based upon the data recorded in the memory card M inserted into the memory slot 6. In order to change an image displayed on the second liquid crystal display panel 3 if no game is performed, therefore, the above memory card M is removed from the memory slot 6, whereby another memory card M having recorded therein data which is different from those recorded in the above memory card M may be inserted into the memory slot 6. Namely, an image displayed on the second liquid crystal display panel 3 if no game is performed can be readily and flexibly changed.

As described above, there is no need to directly input to the gaming machine 1 the data of an image to be displayed on the second liquid crystal display panel 3 if no game is performed. Thus, the use of the gaming machine 1 in an amusement place can be readily compatible with the work of recording image data included in the memory card. Moreover, since there is no need to repaint the gaming machine 1, the appearance of the game machine can be enhanced without a need to take a lot of time and effort. Further, the memory card M is reusable by removing it from the memory card 6 of one gaming machine 1, followed by inserting it into that of another gaming machine 1.

The data recorded in the memory card M is not limitative to the data of an informational image. For example, data of an advertisement image, which is representative of an advertisement of a gaming machine manufacture, may be recorded in the memory card M. In this case, the second liquid crystal display panel 3 displays an advertisement image instead of the informational image. In a case where a game is performed as well, the second liquid crystal display panel 3 may display the image which is based upon the data recorded in the memory card M inserted into the memory slot 6.

As shown in FIGS. 2 and 3, two platy members 7, 7, which are formed in the rectangular flat shape, are detachably mounted to both of the right and left side faces of the cabinet 10. Each of the platy members 7 is acrylic. On the surface of each of the platy members 7, an advertisement such as a shop name of amusement place and amusement place event information is described by way of painting. Metallic hooks 71, 71 are provided on the back faces of the platy members 7. On the other hand, metallic latch members 72, 72 for latching the hooks 71, 71 are fixed to side faces of the cabinet 10.

On the surface of each of the platy members 7, an advertisement is described in a state in which each of the above latch members is removed from the cabinet 10. The platy members 7, on which an advertisement is described, are mounted as shown in FIG. 2 by the hooks 71, 71 being latched in the direction indicated by the arrow shown in FIG. 3. Namely, the platy members 7 are merely suspended on the upper parts of the right and left side faces of the cabinet 10 with the use of the hooks 71, 71 . . . , and the latch members 72, 72 . . . , thus facilitating mounting and removal of the platy members 7, 7.

A player can keep track of the shop name of the amusement place described on the surface and the pertinent event information by visually recognizing the surface of the platy members 7, 7 mounted to the right and left side faces of the cabinet 10. Namely, it is possible to efficiently use the right and left side faces of the gaming machine 1, although it has been impossible to do so conventionally. Further, since there is no need to directly describe an advertisement on the gaming machine 1, the use of the gaming machine 1 in the amusement place can be readily compatible with the work of describing an advertisement. If the advertisement is changed, it is sufficient if the platy members 7 are removed from the cabinet 10, and then, platy members 7 for replacement, on which a new advertisement was described, are mounted to the cabinet 10. Thus, there is no need to directly re-describe an advertisement on the gaming machine 1. Therefore, the appearance of the game machine can be enhanced without a need to take a lot of time and effort.

Further, the platy member 7 is reusable by removing it from the cabinet 10 of one gaming machine 1, followed by inserting it into that of another gaming machine 1. If the gaming machine 1 is not provided with the second liquid crystal display panel 3, it may be provided with a platy member detachably mounted to the rear face of the cabinet 10. Conversely, instead of the platy member 7, the second liquid crystal display panel 3 may be arranged on the side face of the cabinet 10 as well. Further, a structure for detachably mounting each of the platy members 7 on the side face of the cabinet 10 is not limitative to that using the hooks 71, 71 and the latch members 72, 72. For example, each of the platy members 7 and the cabinet 10 may be structured to be screw-tightened.

FIG. 4 is a schematic view showing an exemplary image displayed in a case where a game is performed, on the first liquid crystal display panel included in the gaming machine according to one embodiment of the present invention. FIG. 5 is a schematic view showing an exemplary image displayed in a case where a game is performed, on the second liquid crystal display panel included in the gaming machine according to one embodiment of the present invention. A slot game is performed in the gaming machine 1 according to the embodiment. A player takes a seat (not shown) which is arranged at the front side of the operating consol 100 shown in FIG. 2. First, the player inserts an appropriate number of coins into a coin insertion slot 13. Next, the player performs the slot game by operating an operating section 120 while visually recognizing a game image displayed on the first liquid crystal display panel 18 and an effect image displayed on the third liquid crystal display panel 17.

In a case where the slot game is performed, the first liquid crystal display panel 18 displays a game image, as shown in FIG. 4. In the game image, three video reels 181, 181 . . . , are transversely disposed in parallel to each other. The rotation display direction of each of the video reels 181 is equal to a longitudinal direction. On each of the video reels 181, plural kinds of symbols are arranged equally in the rotation display direction of the video reel 181. These symbols serve as patterns which are indicative of a “start”, a “heart”, a “convolute”, a “sun”, a “flash of lightening”, an “umbrella”, and a “triangle”, respectively, and a pattern which is indicative of a number “7”. Further, an activated line 182 is arranged while the line penetrates the three video reels 181, 181, . . . transversely.

Although not shown, a game image includes a remaining number of coins stored in the gaming machine 1 and a BET value or the like. Further, although not shown, the game image also includes words and statements which prompt a player to insert a coin, or alternatively, to increase or decrease a BET, until the player operates a start button 12. In the following description, the remaining number of coins stored in the gaming machine 1 is referred to the number of accumulated coins.

In a case where the player operates the start button 12, three video reels 181, 181 . . . , are rotationally displayed longitudinally. Thus, the symbols arranged on the video reels 181 are movably displayed longitudinally. The video reels 181, 181 . . . , which are being rotationally displayed, are displayed in a stopped state with a predetermined timing. At this time, one of the symbols that were arranged on the video reels 181 is displayed in a stopped state on an activated line 182. Therefore, three symbols are finally displayed in a stopped state on the activated line 182.

In the present embodiment, where three symbols of a same kind are displayed in a stopped state on the activated line 182, it means that a player won a prize. At this time, a predetermined number of coins are paid out from a coin tray 14 shown in FIG. 2. On the other hand, where at least one of the three symbols that were displayed in a stopped state on the activated line 182 is different from the remaining symbols in kind, no coin is paid out to the coin tray 14.

If one player performs a game at the gaming machine 1, another player, who is not performing a game, visually recognizes a game image displayed on the second liquid crystal display panel 3 while standing at the rear side of the cabinet 10 shown in FIG. 3. The second liquid crystal display panel 3 displays a game image identical to that displayed on the first liquid crystal display panel 18, as shown in FIG. 5. As the result thereof, another player, who is not performing a game, can be aware of the progress of the game without a need to move to the front side of the cabinet 10. Of course, another player, who is not performing a game, stands at the front side of the cabinet 10 shown in FIG. 2, and can visually recognize an effect image displayed on the third liquid crystal display panel 17.

FIG. 6 is a schematic view showing an exemplary image displayed if no game is performed, on the first liquid crystal display panel included in the gaming machine according to one embodiment of the present invention. FIG. 7 is a schematic view showing an exemplary image displayed if no game is performed, on the second liquid crystal display panel included in the gaming machine according to one embodiment of the present invention.

If no slot game is performed, the first liquid crystal display panel 18 displays a demonstration image, as shown in FIG. 6. In this demonstration image, the contents of a game are explained to players by way of effect that a character 183 explains the rule of the game, for example. One player, who is not performing a game, stands at the front side of the cabinet 10 shown in FIG. 2, and then, visually recognizes the demonstration image (see FIG. 6) displayed on the first liquid crystal display panel 18. As the result thereof, one player, who is not performing a game, can be aware of the contents of the game.

On the other hand, the demonstration image is not displayed on the second liquid crystal display panel 3. Instead, the second liquid crystal display panel 3 displays an informational image, as shown in FIG. 7. This informational image indicates date and time when an event will be held in an amusement place, for example. Another player, who is not performing a game, stands at the rear side of the cabinet 10 shown in FIG. 3, and then, visually recognizes the informational image (see FIG. 7) displayed on the second liquid crystal display panel 3. As the result thereof, another player, who is not performing a game, can be aware of amusement place event information.

In the abovementioned case, the side faces and rear face, etc., of the gaming machine can be efficiently used. Moreover, since it is possible to change the images displayed on the liquid crystal display panel, an optimal image to be provided to a player according to a condition can be displayed on each of the liquid crystal display panels.

In the meantime, in the present embodiment, a state in which no coin is inserted into the coin insertion slot 13 (in other words, a state in which the number of accumulated coins is 0), is assumed to be a state in which no game is performed. Further, a state in which a time not shorter than a predetermined waiting time elapses without any more coins being inserted into the coin insertion slot 13 after the number of accumulated coins has reached 0, is also assumed to be a state in which no game is performed.

A state in which a time not shorter than a predetermined waiting time elapses without operating the operating section 120 after the number of accumulated coins has reached 0, may be assumed to be a state in which no game is performed. Alternatively, a CASHOUT button, which is operated by a player if all of the coins stored in the gaming machine 1 are cashed out, is provided at the operating section 120, and a duration from operation of the CASHOUT button to coin insertion into the coin insertion slot 13, may be assumed to be a state in which no game is performed. A state in which no player takes a seat which is arranged at the front side of the operating console 100 may be defined as a state in which no game is performed. In this case, it is necessary to provide a sensor for detecting the presence or absence of a player at the operating console 100 or seat, for example.

FIG. 8 is a block diagram depicting a configuration of essential portions of the gaming machine according to one embodiment of the present invention. The gaming machine 1 has a plurality of constituent elements, mainly a main control board 2 including a main microcomputer 200.

In addition to the main microcomputer 200, the main control board 2 has a random number generating circuit 23, a sampling circuit 24, an I/O port 25, a hopper driving circuit 142, and a lamp driving circuit 161. To the I/O port 25, an operating section 120, a coin detecting section 131, a hopper driving circuit 142, a lamp driving circuit 161, and a sub-control board 4 are connected. To the sub-control board 4, speakers 15, 15, liquid crystal display panels 17, 18, 3, and an interface 61 of a memory slot 6 are connected. The interface 61 serves as an interface section between the gaming machine 1 and a memory card M, and the memory card M is detachably connected to the interface 61. A hopper 141 is connected to the hopper driving circuit 142. Decorative lamps 16, 16, . . . are connected to the lamp driving circuit 161.

The main microcomputer 200 has a main CPU 20, a ROM 21, and a RAM 22. To the main CPU 20, a ROM 21, a RAM 22, the random number generating circuit 23, the sampling circuit 24, and the I/O port 25 are connected. The ROM 21 stores computer programs (hereinafter, referred to as “programs”) and permanent data used for executing the programs.

The data stored in the ROM 21 is made up of a symbol table, a prize table, and a random number table of the like, for example. The symbol table stores individual real identification information which were assigned to video reels 181 and symbol identification information of the symbols that were arranged on the video reels 181.

The prize table stores prizes awarded to players if specific symbols are displayed in a stopped state on an activated line 182. Specifically, the prize table stores various types of data so that, if all of the symbols displayed in a stopped state on the activated line 182 are those of a same kind, a prize is awarded to a player and the number of prizes corresponding to different symbols (i.e., the number of coins) becomes different. The random number table stores a random number range and a winning probability (i.e., a probability of awarding a prize to a player) in association with each other by specific symbols for awarding prizes to players. For example, the random number table stores various types of data so that the random number range is narrowed and the winning probability becomes lower, with respect to symbols for awarding a large amount of prizes (i.e., a large number of coins) to players.

The main CPU 20 executes a variety of processes in accordance with the programs and data stored in the ROM 21. Specifically, the main CPU 20 performs entire operation control of the gaming machine 1 by inputting/outputting a signal to/from another constituent element directly or via the I/O port 25. The random number generating circuit 23 is controlled and actuated by the main CPU 20, and generates a predetermined range of random numbers. The sampling circuit 24 is controlled and actuated by the main CPU 20, samples any of the random numbers generated by the random number generating circuit 23, and inputs the sampled random numbers to the main CPU 20.

The RAM 22 temporarily stores data and programs used when the main CPU 20 is actuated. For example, the RAM 22 stores the random numbers sampled by the sampling circuit 24, for example. Further, the RAM 22 stores reel identification information of a respective one of the three video reels 181, 181, . . . and symbol identification information of the symbols to be stopped on the activated line 182. Further, the number of accumulated coins is stored in the RAM 22.

The lamp driving circuit 161 outputs to decorative lamps 16, 16, . . . an effect signals for causing the decorative lamps 16, 16, . . . to perform an illumination effect under the control of the main CPU 20. The decorative lamps 16, 16, . . . , to which the effect signal has been input, light or blink. The hopper driving circuit 142 drives the hopper 141 under the control of the main CPU 20. As the result thereof, the hopper 142 pays out a predetermined number of coins to the coin tray 14. The coin detecting section 131 detects a coin inserted into the coin insertion slot 13, and then, outputs a coin detection signal, which is indicative of a detection result, to the main CPU 20 via the I/O port 25. The main CPU 20 computes the number of coins inserted into the coin insertion slot 13, based upon the input coin detection signal.

From the operating section 120, if a variety of operational buttons including a start button 12 are operated, operational signals corresponding to the operated buttons are output to the main CPU 20 via the I/O port 25. The main CPU 20 performs equipment operation control of the gaming machine 1 in response to the input operational signals. For example, where the start button 12 is operated, a start signal corresponding to the start button 12 is output to the main CPU 20. The main CPU 20, to which the start signal was input, starts displaying the video reels 181 in a rotating state, via the sub-control board 4 described later.

The main CPU 20 indirectly controls the speakers 15, 15 and the liquid crystal display panels 17, 18, 3 by controlling a sub CPU 40 (see FIG. 9) included in the sub-control board 4. As the result thereof, an effect voice or melodious sound, etc., is output from the speakers 15, 15, and a variety of images are displayed on the liquid crystal display panels 17, 18, 3. From the main CPU 20 to the sub CPU 40, therefore, a predetermined control signal is output via the I/O port 25 and an IN port 43 (see FIG. 9).

FIG. 9 is a block diagram depicting a configuration of essential portions of a sub-control board included in the gaming machine according to one embodiment of the present invention. In the sub-control board 4, a control signal is input from the main control board 2, thereby executing display control of each of the liquid crystal display panels 17, 18, 3 and voice output control of the speakers 15, 15. The sub-control board 4 is a circuit board which is different from that constituting the main control board 2, and consists essentially of the sub-microcomputer 400.

First, connection statuses of the constituent elements will be described. A sub-microcomputer 400 has a sub CPU 40, a program ROM 41, a work RAM 42, an IN port 43, and an OUT port 44. To the sub CPU 40, a program ROM 41, a work RAM 42, an IN port 43, and an OUT port 44 are connected. The OUT port 44 is connected to an IN port 53 of an image control circuit 5 described later. The IN port 43 is connected to an I/O port 25 of the main control board 2 (see FIG. 8).

In addition to the sub-microcomputer 400, the sub-control board 4 shown in FIG. 9 has a sound source IC 151, a power amplifier 152, and an image control circuit 5. The sound source 151 is connected to the sub CPU 40, and the power amplifier 152 is connected to the sound source IC 151 and the speakers 15, 15. The image control circuit 5 has an image control CPU 150, an image control program ROM 51, an image control work RAM 52, an IN port 53, an image control IC 54, an image ROM 55, and an image RAM 56. The image control CPU 50 is connected to the image control program ROM 51, the image control work control IC 52, the IN port 53, and the image control IC 54.

The image ROM 55 and the image RAM 56 are connected to the image control IC 54. In addition, the image control IC 54 is connected to the liquid crystal display panel 17, 18, 3. Further, an interface 61 of a memory slot 6 is connected to the image control IC 54. In other words, to the image control IC 54, a memory card M inserted into the memory slot 6 is connected via the interface 61.

Next, functions of the constituent elements will be described. The program ROM 41 stores: programs for actuating the sub CPU 40; and permanent data used for executing the programs. The sub-control board 4 is not provided with a random number generating circuit and a sampling circuit, whereas a random number sampling program is stored in the program ROM 41.

The sub CPU 40 executes a variety of processes in accordance with the programs and data stored in the program ROM 41, based upon a control signal input from the main control board 2. Specifically, the sub CPU 40 inputs/outputs a signal to/from other constituent element directly or via the IN port 43 or OUT port 44, thereby controlling operations of the constituent elements included in the sub-control board 4, the speakers 15, 15, liquid crystal display panels 17, 18, 3 and memory card M connected to the memory card M. In addition, the sub CPU 40 executes a random number sampling program, thereby generating random numbers and sampling the generated random numbers. Further, the sub CPU 40 calculates image display parameters, and then, outputs parameter signals which are indicative of the calculated parameters to the image control CPU 50.

The work RAM 42 temporarily stores data and programs used when the sub CPU 40 is actuated. For example, the work RAM 42 stores the random numbers sampled by the sub CPU 40 performing the random number sampling programs. A sound source IC 151 is controlled by the sub CPU 40, and outputs an effect voice from the speakers 15, 15. A power amplifier 152 serves as an amplifier for amplifying the voice output from the speakers 15, 15.

An image control program ROM 51 of an image control circuit 5 stores image control programs and permanent data used for executing the image control program. The data corresponds to a determination table for determining images to be displayed on the liquid crystal display panels 17, 18, 3. The image ROM 55 stores: a set of game image data and demonstration data which are formed using dot data; and a set of title image data and effect image data. These items of data are stored in the image ROM 55 at the time of manufacture of the gaming machine 1.

The image control CPU 50 determines the contents of the images to be displayed on the liquid crystal display panels 17, 18, 3, in accordance with the image control programs and data that were stored in the image control program ROM 51. This determination is based upon parameter signals input from the sub-microcomputer 400. The image control work RAM 52 temporarily stores data and programs used for actuating the image control CPU 50.

The image control IC 54 reads image data from the image ROM 55 and/or the memory card M in accordance with the contents determined by the image control CPU 50. Further, this IC forms images which are based upon the read data; and then, outputs them to the liquid crystal display panels 17, 18, 3. The resultant incoming images are displayed on the liquid crystal display panels 17, 18, 3. The image RAM 56 temporarily stores data used for actuating the image control IC 54.

In this way, the main CPU 20 causes the liquid crystal display panels 17, 18, 3 to display required images, via the sub CPU 40, the image control CPU 50, and the image control IC 54. Therefore, the burden of the main CPU 20 can be alleviated more significantly than a case in which the main CPU 20 directly controls the liquid crystal display panels 17, 18, 3 to display the required images.

3. Operation of the Gaming Machine

FIG. 10 is a flowchart showing procedures for executing game control processing at the gaming machine according to one embodiment of the present invention. If a power switch (not shown) of the gaming machine 1 is turned ON, whereby power is supplied to the gaming machine 1, a main microcomputer 200 is activated, and then, the main CPU 20 provides initial setting (step 1. Hereinafter, the word “Step” is abbreviated as S).

The main CPU 20 at S1 executes a BIOS stored in the ROM 21, and then, decompresses, in the RAM 22, the compressed data incorporated in the BIOS. Then, this CPU executes the BIOS decompressed in the RAM 22, and diagnoses and initializes various types of peripherals. The main CPU 20 causes the RAM 22 to store the program and data stored in the ROM 21. In addition, this CPU controls the decorative lamps 16, 16, . . . via the lamp driving circuit 161, and then, starts an illumination effect. Further, this CPU controls speakers 15, 15 via the sub-control board 4, and then, starts a voice effect.

Next, the main CPU 20 resets the number of stored coins to 0, and then, causes the RAM 22 to store it (S2). At this time, since it is obvious that no game is performed at the gaming machine 1, the main CPU 20 executes the processing at S2, followed by that at S3. The main CPU 20 causes the first liquid crystal display panel 18 to display a demonstration image; the second liquid crystal display panel 3 to display an informational image; and the third liquid crystal display panel 17 to display a title image (S3).

The main CPU 20 at S3 outputs to the CPU 40 a control signal which is indicative of the fact that no game is performed at the gaming machine 1. The sub CPU 40, to which this control signal was input from the main CPU 20, causes the first liquid crystal display panel 18 to display a demonstration image and the second liquid crystal display panel 3 to display an informational image. Then, the sub CPU outputs to the image control CPU 50 a parameter signal for causing the third liquid crystal display panel 17 to display the title image.

The image control CPU 50, to which this parameter signal was input, determines the contents of a demonstration image to be actually displayed on the first liquid crystal display panel 18. Then, this CPU outputs to the image control IC 54 a second determination signal which is indicative of the determined contents. The image control IC 54, to which the first determination signal was input, reads from the image ROM 55, data of a demonstration image which is responsive to the input first determination signal. Further, this IC forms an image which is based upon the read data, and then, output it to the first liquid crystal display panel 18. As the result thereof, the first liquid crystal display panel 18 displays the demonstration image. Similarly, the third liquid crystal display panel 17 displays a title image.

In addition, the image control CPU 50 determines the contents of an informational image to be actually displayed on the second liquid crystal display panel 3, and then, outputs to the image control IC 54 a second determination signal which is indicative of the determined contents. The image control IC 54, to which the second determination signal was input, reads from the memory card M, data of an informational image which is responsive to the input second determination signal. This IC forms an image which is based upon the read data; and then, outputs it to the second liquid crystal display panel 3. As the result thereof, the second liquid crystal display panel 3 displays the informational image.

Where the processing at S3 is executed, until the processing at S16 described later is executed, the first liquid crystal display panel 18 continuously displays the demonstration image; the second liquid crystal display panel 2 continuously displays the informational image; and the third liquid crystal display panel 17 continuously displays the title image.

Next, the main CPU 20 invokes a subroutine of a game playing operation (see FIGS. 11A and 11B) and executes the routine (S4). After the completion of the processing at S4, the main CPU 20 judges whether or not a power switch is turned OFF (S5). If the power switch is still left to be ON (NO at S5), this CPU repeatedly executes the processing at S4. If the power switch is turned OFF (YES at S5), the main CPU 20 controls constituent elements of the gaming machine 1, terminates various types of operations (such as illumination and voice effects and image display), and then, terminates game control processing.

FIGS. 11A and 11B are flowcharts showing a subroutine of procedures for executing game playing processing at the gaming machine according to one embodiment of the present invention. The main CPU 20 judges whether or not the number of accumulated coins stored in the RAM 22 is 0 (S11). Where the judgment result is affirmative (YES at S11), the main CPU 20 judges whether or not to clock an elapsed time after the number of accumulated coins have reached 0 (S12). If it is negative (NO at S12), this CPU accepts coin insertion into the coin insertion slot 13 (S13). For the elapsed time after the number of accumulated coins has reached 0, clocking is started at S24 described later.

Next, the main CPU 20 judges whether or not a coin detection signal is input from a coin detecting section 131 (S14). If the judgment result is negative (NO at S14), the routine reverts to S13 at which coin insertion into the coin insertion slot 13 is continuously accepted (S13).

If a coin detection signal is input from the coin detecting section 131 (YES at S14), the main CPU 20 computes the number of coins inserted into the coin insertion slot 13. Then, this CPU causes the RAM 22 to store the computation result as the number of accumulated coins (S15). Namely, the number of accumulated coins is 1 or more, because a player desiring to start a game inserted a coin into the coin insertion slot 13. At this time, since it is obvious that a game is performed at the gaming machine 1, the main CPU 20 executes the processing at S15, followed by that at S16. The main CPU 20 causes both of the first and second liquid crystal panels 18 and 3 to display game images, and causes the third liquid crystal display panel 17 to display an effect image (S16). Then, this CPU controls the routine to proceed to S17.

The main CPU 20 at S16 outputs to the sub CPU 40 a control signal which is indicative of the fact that a game is performed at the gaming machine 1. The sub CPU 40, to which this control signal was input from the main CPU 20, causes both of the first and second liquid crystal display panels 18 and 3 to display a game image. Then, this sub CPU outputs to the image control CPU 50 a parameter signal for causing the third liquid crystal display panel 17 to display an effect image.

The image control CPU 50, to which this parameter signal was input, determines the contents of a game image to be actually displayed on the first liquid crystal display panel 18. Then, this CPU outputs to the image control IC 54 a determination signal which is indicative of the determined contents. The image control IC 54, to which the determination signal was input, reads from the image ROM 55, data of the game image which is responsive to the input determination signal. Also, this IC forms images, based upon the read data, and then, outputs them to both of the first and second liquid crystal display panels 18 and 3. As the result thereof, the first and second liquid crystal display panels 18 and 3 display the same game images, respectively. Similarly, the third liquid crystal display panel 17 displays an effect image.

Where the processing at S16 is executed, until the processing at S27 described later is executed, the first and second liquid crystal display panels 3 continuously display the game images, and then, the third liquid crystal display panel 17 continuously display the effect image.

After the completion of the processing at S16 or if one or more accumulated coins are stored in the RAM 22 (NO at S11), the main CPU 20 accepts getting ready to start a game (S17). Where the processing at S17 is executed, a player is ready to start a game by performing coin insertion into the coin insertion slot 13 and operation of the operating section 120 (for example, increasing or decreasing BET by operating a BET button). After that, the player operates a start button 12.

Next, the main CPU 20 judges whether or not a coin detection signal is input from the coin detecting section 131 (S18). Where the coin detection signal is input (YES at S18), the main CPU 20 computes the number of coins inserted into the coin insertion slot 13, based upon the coin detection signal input from the coin detecting section 131. Then, this CPU adds the computation result to the number of accumulated coins, and then, causes the RAM 22 to store the added number (S19). Although not shown, further, the main CPU 20 causes the RAM 22 to store a value of BET increased or decreased by operating the operating section 120.

After the completion of the processing at S19 or if a coin detection signal is not input (NO at S18), the main CPU 20 judges whether or not a start signal is input from the operating section 120 (S20). The judgment at S20 is made as to whether or not the start button 12 accepts an operation. If no start signal is input (NO at S20), the main CPU 20 controls the routine to revert to S17, and then, continuously accepts getting ready to start a game.

Where the start signal is input from the operating section 120 (YES at S20), i.e., where the start button 12 accepts operation, the main CPU 20 subtracts a value of BET from the number of accumulated coins stored in the RAM 22, thereby computing the number of accumulated coins (S21), followed by performing a slot game (S22).

At S22, the main CPU 20 randomly determines symbols in correspondence with video reels 181. The symbols determined herein are those to be stopped on an activated line 182. In order to determine the symbols, further, the main CPU 20 refers to a symbol table and a random number table or the like stored in the ROM 21, and then, uses the random numbers generated by the random number generating circuit 23 and sampled by the sampling circuit 24. The RAM 22 temporarily stores symbol identification information of the determined symbols in association with the reel identification information of the video reels 181.

Next, the main CPU 20 causes the video reels 181 to start displaying in a rotating state. While the video reels 181 are displayed in a rotating state, the main CPU 20 judges whether or not there occurs a timing of displaying the video reels 181 in a stopped state. Otherwise, the main CPU 20 continues rotational display of the video reels 181. For at least one of the video reels 181, if there occurs a timing of displaying such one reel in a stopped state, the main CPU 20 displays this video reel 181 in a stopped state while the symbols already determined as to any of the video reels 181 to be stopped are positioned on the activated line 182.

If all of the three video reels 181, 181 . . . , were thus stopped, the main CPU 20 judges whether or not a winning prize is established. Thus, the main CPU 20 judges whether or not the symbols displayed in a stopped state on the activated line 182 are specific symbols with referring to the symbol and prize tables that were stored in the ROM 21 and the two items of reel identification information and symbol identification information that were stored in the RAM 22. If a winning prize is established, i.e., if specific symbols are displayed in a stopped state on the activated line 182, the main CPU 20 controls the hopper 141 via the hopper driving circuit 142, and then, pays out a predetermined number of coins. If not, the main CPU 20 does not pay out a coin.

After the completion of the processing at S22, the main CPU 20 judges whether or not the number of accumulated coins stored in the RAM 22 is 0 (S23). If one or more coins are accumulated (NO at S23), this CPU terminates game playing processing, and then, reverts to the former routine. On the other hand, if the number of accumulated coins stored in the RAM 22 is 0 (YES at S23), the main CPU 20 starts clocking of an elapsed time after the number of accumulated coins has reached 0 (S24). Then, this CPU terminates game playing processing, and then, reverts to the former routine. Even if the processing reverts to the former routine, if it is judged to be NO at S5, the subroutine of the game playing processing is invoked again, and then, is executed. Here, the elapsed time after the number of accumulated coins has reached 0 may be clocked using a timer (not shown). This clocking may be performed by counting the number of clocks input from a clock generator (not shown) to the main CPU 20.

Where the elapsed time after the number of accumulated coins has reached 0 is in clocking (YES at S12), the main CPU 20 judges that the clocked elapsed time exceeds a predetermined waiting time (S25). If not (NO at S25), this CPU reverts to S13 at which coin insertion into the coin insertion slot 13 is accepted.

Where the clocked elapsed time exceeds the predetermined waiting time (YES at S25), the main CPU 20 terminates clocking of the elapsed time (S26). Then, like S3, this CPU causes the first liquid crystal display panel 18 to display a demonstration image; the second liquid crystal display panel 3 to display an informational image; and the third liquid crystal display panel 17 to display a title image (S27). Further, the main CPU 20 terminates the game playing processing, and then, reverts to the former routine.

Even if the processing reverts to the former routine, where it is judged to be NO at S5, the subroutine is invoked again, and then, is executed. Where the processing at S27 is executed, until the processing at S16 is re-executed, the first liquid crystal display panel 18 continuously displays the demonstration image; the second liquid crystal display panel 3 continuously displays the informational image; and the third liquid crystal display panel 17 continuously displays the title image.

4. Others

The configuration of the gaming machine of the present invention is not limitative to that of the gaming machine 1 of the present embodiment, and various modifications can occur without departing from the spirit of the invention. For example, the usage of the platy members 7, 7 is not limitative to announcement of amusement place event information. As the platy members 7, 7, for example, a bulletin board intended for players to exchange information may be mounted to the cabinet 10. Further, the gaming machine 1 may be provided with a DVD drive into which a DVD is inserted, without being limitative to the slot memory 6 into which the memory card M is inserted. 

1. A gaming machine, comprising: a cabinet; a liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; and a platy member, which is detachably mounted to a face other than said one face of the cabinet.
 2. A gaming machine, comprising: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of an image pertinent to a game; an insertion section into which a recording medium having image data recorded therein is removably inserted; and a processor, which executes processes of: (a) causing the first liquid crystal display section to display an image that is based upon the data stored in the memory section; and (b) causing the second liquid crystal display section to display an image that is based upon the recording medium inserted into the insertion section.
 3. The gaming machine according to claim 2, wherein the processor further executes a process of (c) judging whether or not a game is performed, and the process (a) is a process of causing the first and second liquid crystal display sections to display the images which are based upon the data stored in the memory section in a case where it is judged that the game is performed in the process (c).
 4. The gaming machine according to claim 3, wherein: the memory section stores data of a game image, which is indicative of a progress of a game, and data of a demonstration image for explaining contents of the game; the process (a) is a process of causing the first and second liquid crystal display sections to display the images which are based upon the data of the game image stored in the memory section in a case where it is judged that the game is performed in the process (c); and the process (a) is a process of causing the first liquid crystal display section to display the image which is based upon the data of the demonstration image stored in the memory section in a case where it is judged that no game is performed in the process (c).
 5. A gaming machine, comprising: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of an image pertinent to a game; an insertion section into which a recording medium having image data recorded therein is removably inserted; and a processor, which executes processes of: (a) judging whether or not a game is performed; (b) causing the first and second liquid crystal display sections to display images which are based upon data stored in the memory section in a case where it is judged that the game is performed in the process (a); (c) causing the first and second liquid crystal display sections to display the images which are based upon the data stored in the memory section in a case where it is judged that the game is performed in the process (a); and (d) causing the second liquid crystal display section to display the image which is based upon the data recorded in the recording medium inserted into the insertion section in a case where it is judged that no game is performed in the process (a).
 6. A gaming machine, comprising: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and on which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of a game image indicative of a progress of a game and data of a demonstration image for explaining contents of the game; an insertion section into which a recording medium having image data recorded therein is removably inserted; and a processor, which executes processes of: (a) judging whether or not a game is performed; (b) causing the first and second liquid crystal display sections to display the image which is based upon the data of the game image stored in the memory section in a case where it is judged that the game is performed in the process (a); (c) causing the first liquid crystal display section to display the image which is based upon the data of the demonstration image stored in the memory section in a case where it is judged that no game is performed in the process (a); and (d) causing the second liquid crystal display section to display the image which is based upon the data recorded in the recording medium inserted into the insertion section in a case where no game is performed in the process (a).
 7. A method of controlling a game machine which includes: a cabinet; a first liquid crystal display section, which is arranged on one face of the cabinet and in which an image pertinent to a game is displayed; a second liquid crystal display section, which is arranged on a face other than said one face of the cabinet; a memory section, which stores data of an image pertinent to a game; and an insertion section in which a recording medium having image data recorded therein is removably inserted, said method comprising the steps of: (a) causing the first liquid crystal display section to display the image which is based upon the data stored in the memory section; and (b) causing the second liquid crystal display section to display the image which is based upon the data recorded in the recording medium inserted into the insertion section. 